diff options
15 files changed, 70 insertions, 23 deletions
| diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 3d8cbc9527..eba53689cf 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10010,7 +10010,7 @@        <key>Type</key>        <string>F32</string>        <key>Value</key> -      <real>0.35</real> +      <real>0.325</real>      </map>      <key>RenderGlowWarmthAmount</key>      <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index aa61e10c7f..8797f89e4c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor,  {      // retrieve a scale and bias to F0. See [1], Figure 3  	vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); -	vec3 diffuseLight = irradiance; +	vec3 diffuseLight = irradiance*1.25;  //magic 1.25 to balance with legacy materials  	vec3 specularLight = radiance;  	vec3 diffuse = diffuseLight * diffuseColor; @@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,      vec3 ibl_spec;      color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec); -    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 2.75 * scol; +    color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials      specContrib *= sunlit * 2.75 * scol;      specContrib += ibl_spec; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 17e24a2bf2..3c51a8e44c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -36,11 +36,8 @@ VARYING vec2 vary_texcoord0;  void main()   { -	float shadow = 1.0; - -	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; -	color.rgb = fullbrightAtmosTransport(color.rgb); - -	frag_color = max(color, vec4(0)); +    // NOTE: when this shader is used, only alpha is being written to +	float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a; +	frag_color = vec4(0, 0, 0, a);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 11532135dd..5515d8e2a3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -42,6 +42,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif  vec3 srgb_to_linear(vec3 cs); +vec3 legacy_adjust_fullbright(vec3 c);  vec3 legacy_adjust(vec3 c);  vec3 linear_to_srgb(vec3 cl);  vec3 fullbrightAtmosTransport(vec3 light); @@ -90,8 +91,8 @@ void main()  #ifndef IS_HUD      color.rgb = legacy_adjust(color.rgb);      color.rgb = srgb_to_linear(color.rgb); +    color.rgb = legacy_adjust_fullbright(color.rgb);      color.rgb = fullbrightAtmosTransport(color.rgb); -      #endif      frag_color = max(color, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 62d134188c..4fa9ae3633 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main()      vary_LightNormPosDot = rel_pos_lightnorm_dot;      // Initialize temp variables -    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color      // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 3cca84ca14..35f2395ef1 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ + uniform sampler2D exposureMap; +  vec3 srgb_to_linear(vec3 cs)  {  	vec3 low_range = cs / vec3(12.92); @@ -83,12 +85,32 @@ vec3 hsv2rgb(vec3 c)      return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);  } -vec3 legacy_adjust_no_brighten(vec3 c) +const mat3 inv_ACESOutputMat = mat3(0.643038, 0.0592687, 0.0059619, 0.311187, 0.931436, 0.063929, 0.0457755, 0.00929492, 0.930118 ); + +const mat3 inv_ACESInputMat = mat3( 1.76474, -0.147028, -0.0363368, -0.675778, 1.16025, -0.162436, -0.0889633, -0.0132237, 1.19877 ); + +vec3 inv_RRTAndODTFit(vec3 x)  { -    vec3 desat = rgb2hsv(c.rgb); -    desat.g *= 0.75; -    desat.rgb = hsv2rgb(desat); -    return desat; +    float A = 0.0245786; +    float B = 0.000090537; +    float C = 0.983729; +    float D = 0.4329510; +    float E = 0.238081; + +    return (A - D * x)/(2.0 * (C * x - 1.0)) - sqrt(pow(D * x - A, vec3(2.0)) - 4.0 * (C * x - 1.0) * (B + E * x))/(2.0 * (C * x - 1.0)); +} + +// experimental inverse of ACES Hill tonemapping +vec3 inv_toneMapACES_Hill(vec3 color) +{ +    color = inv_ACESOutputMat * color; + +    // Apply RRT and ODT +    color = inv_RRTAndODTFit(color); + +    color = inv_ACESInputMat * color; + +    return color;  }  vec3 legacy_adjust(vec3 c) @@ -100,6 +122,13 @@ vec3 legacy_adjust(vec3 c)      return desat;  } +vec3 legacy_adjust_fullbright(vec3 c) +{ +    float exp_scale = texture(exposureMap, vec2(0.5, 0.5)).r; +    return c / exp_scale * 1.34; +} + +  vec3 legacy_adjust_post(vec3 c)  {      return c; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index d3fa03b02a..cd7c005162 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -148,7 +148,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,          // spot*spot => GL_SPOT_EXPONENT=2          float spot_atten = spot*spot; -        vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; +        vec3 intensity = spot_atten * dist_atten * lightColor * 3.9; //magic number to balance with legacy materials          vec3 speccol;          color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 22db9dce03..4e0933f922 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -50,6 +50,7 @@ uniform float sun_moon_glow_factor;  float getAmbientClamp() { return 1.0f; }  vec3 srgb_to_linear(vec3 col); +vec3 legacy_adjust(vec3 col);  // return colors in sRGB space  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, @@ -63,8 +64,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color; - +    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color * 0.7;  // magic 0.7 to match legacy color +          // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes      vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 5a2924afe5..2da177ea7e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -124,7 +124,7 @@ void main()                  float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); -                vec3 intensity = dist_atten * lightColor * 3.0; +                vec3 intensity = dist_atten * lightColor * 3.9;                  final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);              } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 33e5b2346c..33715d4d87 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -173,7 +173,7 @@ void main()                  dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); -                vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation +                vec3 intensity = dist_atten * dlit * 3.9 * shadow; // Legacy attenuation, magic number to balance with legacy materials                  final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));              } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 471e5e7fd3..7724a6cac9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -113,7 +113,7 @@ void main()          vec3 specularColor = mix(f0, baseColor.rgb, metallic); -        vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation +        vec3 intensity = dist_atten * color * 3.9; // Legacy attenuation, magic number to balance with legacy materials          final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));      }      else diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 3d06bb27a5..f2ab585716 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -180,7 +180,7 @@ void main()                  dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); -                vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation +                vec3 intensity = dist_atten * dlit * 3.9 * shadow; // Legacy attenuation                  final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));              } diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index f4b426c5ab..280be162bc 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -140,6 +140,12 @@ static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool d          shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);      } +    S32 channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); +    if (channel > -1) +    { +        gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap); +    } +      //also prepare rigged variant      if (shader->mRiggedVariant && shader->mRiggedVariant != shader)      {  diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index c956af97a5..3cc101b325 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -62,6 +62,13 @@ static void setup_glow_shader(LLGLSLShader* shader)  static void setup_fullbright_shader(LLGLSLShader* shader)  {      setup_glow_shader(shader); + +    S32 channel = shader->enableTexture(LLShaderMgr::EXPOSURE_MAP); +    if (channel > -1) +    { +        gGL.getTexUnit(channel)->bind(&gPipeline.mExposureMap); +    } +      shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);  } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f7882b98ba..ab5c5127f7 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7696,6 +7696,12 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_          stop_glerror();      } +    channel = shader.enableTexture(LLShaderMgr::EXPOSURE_MAP); +    if (channel > -1) +    { +        gGL.getTexUnit(channel)->bind(&mExposureMap); +    } +      if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)      {  		shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0], | 
